• Title/Summary/Keyword: Framework Design

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Comparative Analysis in Risk Perception of Daycare Center between End-Users and Construction Experts by Applying Traditional and Revised Importance-Performance Analysis (전통 및 수정 중요도-성과도 분석을 통한 어린이집 사용자와 건축 전문가의 공간 별 리스크 인식 비교 분석)

  • Lee, Kyung-Tae;Kim, Hong-Ju;Jekal, Jae-Woong;Kim, Jae-Won;Kim, Ju-Hyung
    • Korean Journal of Construction Engineering and Management
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    • v.23 no.1
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    • pp.3-15
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    • 2022
  • Daycare center is an important space for children's mental, physical and social development. Each space of daycare center should be designed and constructed considering interests of end-users such as children and teachers. However, insufficient related guidelines and standardized design and construction of daycare center to moderate potential risks of each space. This arises from the difference in perception of each space between end-users (head and sub teachers) and construction experts (designers and contractors). Therefore, research framework was developed for analyzing the factors of perception differences of each space in daycare center between these groups applied traditional and modified Importance-Performance Analysis (IPA). By comparing risk perception between end-users and experts in two methods, it can be support as construction guide for daycare center in the future and will help minimize conflicts in construction among stakeholders. Moreover, it was found that traditional IPA is comfortable to catch prior project perception of participants, and revised IPA is considered to judge outputs by identifying participant's importance based on the satisfaction of the project performance. Therefore, if IPAs are applied according to the characteristics of the circumstances, it is possible to analyze the perception difference between end-users and construction experts based on the context before and after the construction of the daycare center.

Suitability Evaluation for Simulated Maneuvering of Autonomous Vehicles (시뮬레이션으로 구현된 자율주행차량 거동 적정성 평가 방법론 개발 연구)

  • Jo, Young;Jung, Aram;Oh, Cheol;Park, Jaehong;Yun, Dukgeun
    • The Journal of The Korea Institute of Intelligent Transport Systems
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    • v.21 no.2
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    • pp.183-200
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    • 2022
  • A variety of simulation approaches based on automated driving technologies have been proposed to develop traffic operations strategies to prevent traffic crashes and alleviate congestion. The maneuver of simulated autonomous vehicles (AVs) needs to be realistic and be effectively differentiated from the behavior of manually driven vehicles (MVs). However, the verification of simulated AV maneuvers is limited due to the difficulty in collecting actual AVs trajectory and interaction data with MVs. The purpose of this study is to develop a methodology to evaluate the suitability of AV maneuvers based on both driving and traffic simulation experiments. The proposed evaluation framework includes the requirements for the behavior of individual AVs and the traffic stream performance resulting from the interactions with surrounding vehicles. A driving simulation approach is adopted to evaluate the feasibility of maneuvering of individual AVs. Meanwhile, traffic simulations are used to evaluate whether the impact of AVs on the performance of traffic stream is reasonable. The outcome of this study is expected to be used as a fundamental for the design and evaluation of transportation systems using automated driving technologies.

GIS Macro Evaluation System for Urban Walk - Focusing on Busan - (도심 보행을 위한 GIS 거시 평가체계 개발 - 부산을 중심으로 -)

  • Yu, Yeon seo;Kim, Jong gu
    • KSCE Journal of Civil and Environmental Engineering Research
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    • v.42 no.4
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    • pp.581-590
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    • 2022
  • It is important to create a decent pedestrian space in order to realize a public space that can ultimately improve the quality of life based on guaranteeing people's right to move while also enhancing urban activity. The goal of this study is to develop a pedestrian path evaluation system in order to lay the foundation for data construction leading to the creation of such elegant walking space. First, a basic system was established in keeping with factors and the space, and this system was used as the basic framework of the study. The trends identified in the literature can be divided into eight categories, denoted here as: Walking safety policy, Walking focused plan, Recognition transition, Transportaion system, Activity-linked walking, Facility utilization walking, Nature and history linked walking and Content convergence walking. The macro- and micro-indices and factors mentioned in related studies were synthesized and classified, and the basis for universality and differentiation was established by integrating them. Next, according to the basic composition of the walking system, Walking potential and slope safety in the Safety category, Basic walking connectivity and Traffic linkage in the Efficiency category, Walking arrangement and Rest convenience in the Health category, and Resource connectivity and Activity abundance in the Comfortability category macro evaluation system of the eight categories were established and a corresponding measurement method was developed.

Trends in Domestic and International Clinical Research of Craniosacral Therapy: Scoping Review (두개천골요법의 국내외 임상 연구 동향: 스코핑 리뷰)

  • Kwak, Min-Jae;Han, Yun-Hee;Geum, Ji-Hye;Park, Shin-Hyeok;Woo, Hyeon-Jun;Ha, Won-Bae;Lee, Jung-Han
    • Journal of Korean Medicine Rehabilitation
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    • v.32 no.3
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    • pp.13-27
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    • 2022
  • Objectives This study investigated the trends in domestic and international clinical research in craniosacral therapy, classified as a type of Chuna manual therapy, and suggested further directions in Korean medicine. Methods This scoping review was performed using the Arksey and O'Malley methodological framework and preferred reporting items as per the preferred reporting items for systematic reviews and meta-analyses extension for scoping reviews checklist. Eight electronic databases (PubMed, EMBASE, Cochrane Library, Koreanstudies Information Service System [KISS], KMBASE, Oriental Medicine Advanced Searching Integrated System [OASIS], Research Information Sharing Service [RISS], ScienceON) were searched to identify articles with the search terms "craniosacral therapy" and "cranial osteopathy" until December 2021. Results Forty-five studies were eligible as per our inclusion criteria. Most research studies (n=44) were conducted in the field of medicine and pharmacy, especially in rehabilitation medicine (n=16). As a result of the study design, randomized controlled trials (n=20) were the most common, and chronic pain (n=9) was the most frequently targeted disease, followed by headache (n=7). Thirty-two studies suggested interventions and 20 studies used Upledger's 10-step protocol. The average duration of craniosacral therapy was 41 min per session, administered 1.4 times per week. Outcome measurements were analyzed and categorized with the examination procedure for the patient. Conclusions This is the first scoping review of craniosacral therapy in Korea, and we believe that our findings could support its utility as Chuna. In the future, more studies should be conducted to establish the evidence of clinical efficacy of craniosacral therapy and develop standard techniques in Korean medicine.

Proposed Application Design for Community-Based Rehabilitation Services Access in Community Care System: Occupation and Activity Based (커뮤니티케어 제도 내 지역사회중심재활 서비스 접근을 위한 애플리케이션 디자인의 제안 : 작업과 활동 중심으로)

  • Bae, Seong-Hwan;Jang, Yeon-Sig;Baek, Ji-Young
    • Journal of Korea Entertainment Industry Association
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    • v.15 no.4
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    • pp.325-335
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    • 2021
  • Chronic diseases have been increasing recently as the average life expectancy of humans has been extended, and this trend has caused problems such as the widespread demand for health and rehabilitation services and rising medical costs. In order to solve this problem, the community-based rehabilitation has been developed and strengthened in Korea and gradually promoted since 2019. It is important to secure access to clients who want to use services to revitalize community-based rehabilitation. So in this study, as part of the community-based rehabilitation, intends to devise smartphone applications designs and develop a prototype to secure access to community-based occupational therapy services based on occupation and activities. For Occupational Therapy Practice Framework (OTPF), International Classification of Functioning, Disability and Health (ICF), and Allen Diagnostic Module-2 (ADM-2) were used to devise and categorize occupation and activity based application content, and link OTPF, ICF, and ADM-2 through prior research analysis and expert meetings. The derived content was visualized through literature review and activity analysis, and was implemented to enable direct playback within the application using the YouTube API, and finally developed a prototype application. The Android Studio 3.5.2 for Windows 64-bit was used to build the application prototype. In further research, converging various digital technologies for user convenience and additionally researching community-based occupational therapy service providers opinions and service user satisfaction will improve accessibility to community-based occupational therapy services for clients who have difficulty occupational performance in the community.

A case study on active aging policies and programs of middle-aged and elderly people at The Seoul50Plus Foundation (중장년층의 활동적 노화 정책 및 사업 연구: 서울특별시50플러스 사례를 중심으로)

  • Joo, Yong-kook;Shin, Min-ju
    • 한국노년학
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    • v.40 no.2
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    • pp.269-289
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    • 2020
  • The purpose of this study was to analyze the policy and programs of the Seoul50Plus Foundation and to propose policies and programs to promote active aging of middle-aged and elderly people. A single case study was utilized as a research method. The analysis framework of case was approached with four frameworks: the context of policy and program, ideology-goal analysis of policy and program, supplier and customer analysis of policy and program, and process and domain analysis of policy and program. The analysis data included the homepage content of the Seoul50Plus Foundation, related 50+ policy and program data, active aging research papers at home and abroad, and presentation and meeting materials. The results of the research showed that the policy and program background and environment were essential elements for responding to environmental changes in the aging society. In terms of the philosophy-goal, job creation, social participation, and approach to life design were systematically carried out for the ideology of 'creating a new life vision' and promoting active aging. In terms of subject-target, the subject of policy implementation is systematically composed of three stages: 50+ foundation, 50+ campus, and 50+ center. The target was limited to 50+ generations(age 50~64) and had a problem that is limited to applicants. In the process-area analysis, programs such as educational support, work and entrepreneurship support, counseling information, and new-age cultural creation activities were designed to increase added value according to the characteristics of the middle-aged people. In conclusion, the future Seoul50Plus Foundation's policy and lifelong learning programs need to be systematically promoted through cooperation with businesses and universities, expanding the target audience, matching the characteristics of the middle-aged and elderly, and linkage among programs.

Research on the Urban Green Space Connection Paths forthe Enhancement of Ecological Function - Focused on Suwon - (녹지축의 생태적 기능 강화를 위한 도시녹지 연결경로 도출 연구 - 수원시 대상 -)

  • Choi, Jaeyeon;Kim, Suryeon;Park, Chan;Song, Wonkyong;Jung, Kyungmin;Kim, Eunyoung
    • Journal of Environmental Impact Assessment
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    • v.31 no.4
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    • pp.201-213
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    • 2022
  • Creation and administration of green space are emphasized to solve the environmental problem and the management of green space in urban area. Urban area with high development pressure faces green space fragmentation, so the planned approach is needed to improve the continuity of green space. However, the current institutional green axis, used to enhance continuity of urban space is merely an abstract concept under the master plan so that is not a consistent framework for urban green continuity providing no detailed information such as position and path. Therefore, in order to consistently manage green space in continuous point of view, it is insufficient not being connected to each individual green space development projects. This study proposes a method for finding the connection path to enhance urban green space continuity. This proposed method consists of two phases. First phase is finding nodes to connect current green space and second is to calculate the least cost path. We calculate connection cost using NDMI (Normalized Difference Moisture Index), impervious ratio and official land cost, applying to Suwon city and potential greening site that was planned in official master plan. According to the results, we confirm a possibility of finding a cost-effective connection path with detailed spatial information instead of unrealistic abstract concepts and discuss worth applying to a legally plan and policy.

Collection of Philosophical Concepts for Video Games -Theory of Art in the Age of Artificial Intelligence by Shinji Matsunaga's The Aesthetics of Video Games (인간과 컴퓨터가 공유하는 인공적인 놀이에 관한 개념상자 -마쓰나가 신지의 『비디오 게임의 미학』이 체계화하는 인공지능시대의 예술과 유희 이론)

  • Kim, Il-Lim
    • Journal of Popular Narrative
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    • v.26 no.4
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    • pp.215-237
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    • 2020
  • This paper is written to introduce and review Shinji Matsunaga's The Aesthetics of Video Games which published in Japan in 2018. Shinji Matsunaga has studied video games from a philosophical and aesthetic perspective. In The Aesthetics of Video Games, he took video games as a hybrid form of traditional games. Shinji Matsunaga particularly notes that video games can design human behaviors and experiences. From this point of view, he tries to construct a theoretical framework that will be able to describe the ways of signification in games and fiction respectively. In previous studies, video games have been mainly discussed in the context of cultural studies and entertainment culture in Japan. The Aesthetics of Video Games is distinguished from the previous studies in the following points. First, The Aesthetics of Video Games pioneered the method of studying video games in art theory. Second, it established various types of relationships with video games and traditional aesthetic concepts. Third, this book connects new concepts that emerged in the age of artificial intelligence to video games as an aesthetic action. Through this work, not only video games were discussed academically, but also the fields of aesthetics and art were expanded. The Aesthetics of Video Game is like a collection of philosophical concepts for video games. Through this book, it can be said that the path for artificial intelligence to approach human secrets is closer than before.

The Effects of Information Sources on Trust, WOM Intention, and eWOM Intention in the Restaurant Sector (외식기업의 정보원천이 신뢰, 구전의도, 그리고 온라인 구전의도에 미치는 영향)

  • CHAO, Meiyu;YOU, YenYoo;KIM Eun-Jung
    • The Korean Journal of Franchise Management
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    • v.13 no.3
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    • pp.1-15
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    • 2022
  • Purpose: In the restaurant sector, it has been known that consumers' positive perception of brands influences their positive WOM intention, and information sources play an important role in increasing credibility by enhancing consumer awareness and developing differentiated brands. This study examines the effects of information sources (e.g., advertisement, WOM, SNS) on trust (cognitive and affective) and, WOM and eWOM intention in the restaurant context. In the model, cognitive and affective trust play mediating roles in the relationships between information sources (e.g., advertisement, WOM, SNS) WOM and eWOM intention. Research design, data, and methodology: Research models and hypotheses were developed according to the research direction. The survey questionnaire items were developed and used appropriately according to the contents of this paper based on prior studies. All constructs were measured with multiple items developed and validated in prior studies. A total of 502 responses were collected from an online survey. The research model was evaluated using SmartPLS 4.0. Frequency analysis was performed to understand the demographic characteristics of the survey respondents. The reliability, convergent validity, and discriminant validity were assessed using measurement model analysis. The proposed model was verified using the structural equation model. Results: Advertisement, WOM, and SNS information sources all had a positive effect on affective trust, whereas only WOM had a significant effect on cognitive trust. In addition, affective trust had a positive effect on cognitive trust and eWOM intention but did not affect WOM intention. Finally, cognitive trust was found to have a positive effect on both WOM intention and eWOM intention. Conclusions: This study redefines the concept of where restaurant service companies should focus when providing consumers with information about their products and services. As a result, the conceptual framework of positive word of mouth intention to increase new customer visits to the restaurant brand has been expanded. In addition, this study not only presents an information source management strategy for restaurant brands, but also presents practical implications for resource allocation guidelines for customer management in the restaurant sector.

Structural Relationships of Cognitive, Emotional, and Behavioral Evaluations of Coffee Shops (커피 전문점의 인지적, 감정적, 그리고 행위적 평가의 구조적 관계)

  • KIM, Jin-Young
    • The Korean Journal of Franchise Management
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    • v.13 no.3
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    • pp.31-43
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    • 2022
  • Purpose: Service quality is a topic of constant interest in marketing research and practitioners. Service quality is an important factor influencing performance even in the context of coffee shops, and research on service quality management strategies continues by coffee shop researchers and practitioners. The service quality of coffee shops is a source of competitive advantage and is an important factor in enhancing customer and business performance. This study aims to identify the effects of cognitive evaluation on emotional and behavioral responses using a cognitive-emotional-behavioral framework and SOR model in the coffee shop context. Cognitive evaluation (service quality) consists of tangibles, responsiveness, assurance, reliability, and empathy dimensions. Research design, data, and methodology: In the proposed model, positive and negative emotions and satisfaction mediate the relationship between service quality and money to spend and visit frequency. The data were collected from customers who visited a coffee shop within the last 1 month. The survey was conducted for about one month. Among a total of 300 distributed questionnaires 261 responses were used for data analysis. The data were analyzed using frequency analysis, measurement model analysis, and structural equation modeling analysis with SPSS 28.0 and SmartPLS 4.0. Results: Tangibles, responsiveness, assurance, and empathy had significant positive effects on positive emotion, while only reliability had a significant negative effect on negative emotion. Both positive and negative emotions had significant positive effects on customer satisfaction, but not on money to spend and visit frequency. Lastly, customer satisfaction had significant positive effects on money to spend and visit frequency. Conclusions: The study revealed the relative weight of cognitive factors on customer emotions and confirmed the validity of SOR model. The fact that tangibility is the most important factor in increasing positive emotions and reliability is the most important factor in reducing negative emotions provides a direction for emotional branding strategies using the service quality mix of coffee shops. This study confirmed the full mediating role of satisfaction between positive and negative emotions and consumer behaviors (money to spend and visit frequency). This infers that when a coffee shop increases customer satisfaction through customer emotion management, the customer's money to spend and visit frequency in the coffee shop increases.